Gaming Networks - Malta

  • Malta
  • In Malta, revenue in the Gaming Networks market market is projected to reach US$1.41m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.35%, resulting in a projected market volume of US$2.01m by 2029.
  • In the Gaming Networks market market withMalta, the number of users is expected to amount to 52.8k users by 2029.
  • User penetration will be 7.1% in 2024 and is expected to hit 9.7% by 2029.
  • In global comparison, most revenue will be generated the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market market in Malta is projected to amount to US$36.87 in 2024.
  • Malta's burgeoning gaming networks sector is increasingly attracting international operators seeking a favorable regulatory environment and a skilled workforce.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Malta has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Malta have shown a strong preference for online gaming networks, as they provide convenience, accessibility, and a wide range of gaming options. Online gaming networks allow customers to play their favorite games anytime and anywhere, without the need for physical presence in a casino or gaming establishment. This flexibility has attracted a large number of customers to the online gaming networks in Malta.

Trends in the market:
One of the key trends in the Gaming Networks market in Malta is the increasing popularity of mobile gaming. With the widespread use of smartphones and tablets, more and more customers are opting to play games on their mobile devices. This trend has led to the development of mobile gaming apps and optimized websites, providing a seamless gaming experience on the go. The convenience and portability of mobile gaming have contributed to its rapid growth in the market. Another trend in the market is the rise of social gaming. Customers in Malta are increasingly interested in socializing and interacting with other players while playing games. Social gaming platforms allow customers to connect with friends, join communities, and participate in multiplayer games. This trend has created a sense of community and engagement among customers, driving the growth of social gaming networks in Malta.

Local special circumstances:
Malta has emerged as a hub for the gaming industry, attracting numerous international gaming companies to establish their operations in the country. The favorable regulatory environment, including a well-established licensing framework and tax incentives, has made Malta an attractive destination for gaming companies. This has led to the growth of gaming networks in Malta, as companies leverage the local expertise and infrastructure to provide high-quality gaming services to customers.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Malta is also influenced by underlying macroeconomic factors. The country has a stable economy and a favorable business environment, which has attracted investment and fostered the growth of various industries, including gaming. Additionally, Malta's strategic location in the Mediterranean region has facilitated trade and business connections with Europe and other parts of the world. This has created opportunities for gaming networks in Malta to expand their customer base and reach new markets. In conclusion, the Gaming Networks market in Malta is experiencing significant growth due to customer preferences for online gaming, trends such as mobile gaming and social gaming, local special circumstances including a favorable regulatory environment, and underlying macroeconomic factors such as a stable economy and strategic location. These factors have contributed to the development and expansion of gaming networks in Malta, making it a thriving market in the gaming industry.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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